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in vec3 vCoord;
in vec2 tCoord;
out vec2 sampleCoord;
uniform mat4 mvp;
uniform int textureWidth;
uniform int textureHeight;
uniform float fontScale;
void main()
{
sampleCoord = tCoord * vec2(1.0 / float(textureWidth), 1.0 / float(textureHeight));
gl_Position = mvp * vec4(vCoord, 1.0);
}
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